Target creature is unblockable this turn.
Flashback U (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Give / Take was in there orginally but I found that it was too slow and Forbid would be better there. Also, I want Chasm Skulker to have counters so if someone would boardwipe I would get lots of squid tokens. Archetype of Imagination is not a persistent unblockable effect. It give them flying for six mana and has only a two toughness and is considered an enchantment so it would die very quickly where as Artful Dodge gives my commander unblockable for a turn and then the next one so I can kill with commander damage.
Give / Take is really nice for both Prime Speaker and Chasm Skulker . That and it just makes your stuff bigger. Also, I think Artful Dodge could be better replaced by a persistent unblockable effect, Archetype of Imagination is nice.
I like the deck look. I was considering something similar but including Kiln Fiend and Apostle's Blessing along with Artful Dodge and Gutshot. Something you might like also is Manamorphose ...maybe. Only because it acts like a cantrip, and it's a free spell to thin the deck a little. plus if you end up running stuff like Kiln Fiend or Nivix Cyclops it's a free boost.
I'll split this out by price.
I think you could use more creatures and less counters:
Myojin of Seeing Winds and Chasm Skulker are good creature that play off card drawing. Overbeing of Myth , Psychosis Crawler and Aeon Chronicler are more creatures with power and toughness equal to the cards in your hands. and psychosis crawler is a good multiplayer win condition with both Enter the Infinite and Rite of Replication .
How about some protection for Soramaro:
Or make him unblockable:
Other card draw:
Graceful Adept is another no max hand size.
Isochron Scepter allows basically multiple counterspells.
Propaganda is my favorite in multiplayer to be avoided.
I've been play-testing a version that looks like this:
I play tested it 20 times, and barring removal or control it had a winning kill combo by turn 5 80% of the time. I did just trade my friend for some Apostle's Blessing , I might throw that in there or sideboard it at the very least, because I suppose it works to protect your stuff and make it unblockable all at once (depending on what colors they're playing of course). But other than that the Gitaxian Probe s and Sleight of Hand s work beautifully to accelerate things along, and the Mutagenic Growth is very good, I can get a killing combo + + with only two mana instead of needing three. That means I can work with fewer lands, or if I have three mana out, I can play a Sleight of Hand to find that one card I need to complete the combo, while still pumping my creature(s) because it's a sorcery.
This version is definitely more efficient, but at this point I ordered the cards to construct the version that's on the deck list right now. I'll have to figure out how to get the Probes and Sleights, but I'll work on it.
Another cards you might consider is Vampiric Fury ...this could be a big board sweeper in combat if you get your dudes blocked, and protect your Neonate from potentially lethal blocks...or a finisher to get that last damage through. Consider it at the very least for your SB, which you haven't built on here yet. Pyroclasm is a solid SB card for you, especially if you run into casual Goblins at your playgroup! :)
Another alternative for unblockable cards is Aqueous Form . The extra scry is nice, and you don't have to worry about casting it again. The enchantee, though, will be a ripe candidate for the opponent's removal, so there is that.
Vapor Snag might also be a solid "get a blocker outta the way" card to look at, especially since it snuffs a bit of their life total.
Overall, great build. Hope my thoughts are of use!
|Avg. draft pick||9.22|
|Avg. cube pick||12.95|
|Commander / EDH||Legal|